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Desmond Cross
"It's a lot easier to trust someone when they're dead. That's where I come in!"

A Newbie Contractor played by Author in The New West

Desmond Cross is a corpse collector who will risk his life to become a capitalist necromancer and take over The New West and implement undead in every facet of life.

He is 30ish years old, lives in their caravan traveling south from the mysterious overseas, and often appears as an almost skeletally thin man in thick dark clothes, nearly the entirety of his body covered besides his hands and the top half of his pale face.

Desmond Cross lives in The New West, a setting Where The West Has Returned To Its Primal Form.

Attributes

Brawn

1

Charisma

3

Dexterity

3

Intellect

4

Perception

2

Abilities

3 Alertness

1 Animals

3 Athletics

0 Brawl

2 Crafts

1 Culture

1 Drive

0 Firearms

3 Influence

3 Investigation

3 Medicine

0 Melee

1 Occult

1 Performance

0 Science

1 Stealth

1 Survival

0 Technology

0 Thievery

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

(Desmond Cross is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Desmond Cross has no Battle Scars)

Body 6

Stress

8 Mind

0
Agitated
0
Distracted
Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Anguish
Capture
Near-Death Experience

Traumas

(Desmond Cross has no Traumas)


Deathstock


Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

Conditions

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

From Assets and Liabilities
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
Charming You're quite the talker! Rolls where your good demeanor could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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Advancement

0 Victories - 0 Failures
Remaining Exp: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Desmond Cross has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Desmond Cross has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Biography

Desmond's journey to the New West began with a combination of necessity and ambition. Originally from the North that became UCAN after the Great Blackout of 2000, Desmond was involved in controversial work using the undead for labor. His methods, while innovative, faced strong ethical opposition from his community.

After hearing word of a lawless land with little to no regulations, Desmond only saw opportunity. Surely nobody would throw a fuss at the walking dead when it's the only thing keeping them walking alive.

Desmond has great plans to monopolize undead labor and hopes to become the cornerstone of a large community that will only keep growing once he finds a way to automate his work.

Assets And Liabilities

Assets

-15 Gifted
-0 Finances: Average
-3 Pathetic
-3 Beautiful
-0 Imbued